dc.description.abstract | Purpose - To investigate the impact of self-efficacy, perceived ease of use,
perceived usefulness, perceived security and privacy on intention to use the metaverse: the
case of the play-to-earn game in Vietnam. From there, propose solutions to help
organizations and developers improve the features of games. Finally, businesses can
increase revenue by collecting fees from users.
Design/methodology/approach - The researcher utilized convenience sampling to
gather 249 valid participants through online questionnaires. Following this, the collected
data underwent analysis using SPSS and AMOS software.
Findings - The study's findings indicate that each factor positively influenced the
intention to use Play-to-Earn games in Vietnam. Additionally, the study observed that
perceived usefulness played a mediating role between self-efficacy, perceived ease of use,
perceived usefulness, perceived security & privacy, and the dependent variable of intention
to use Play-to-Earn games. Finally, Self-efficacy has the strongest impact on the intention
to use Play-to-earn games.
Research limitations/implications - Section 5.3 of the study addressed the
limitations of the research and its potential relevance to real-world scenarios.
Originality/ Value - This research article approaches the Metaverse through the
Play to earn games application. This research was conducted in the context of not having
many research documents on this game in Vietnam. This investigation seeks to elucidate
how these factors impact the adoption of new technology within the demographic of
Vietnam. Consequently, it can assist developers and organizations in devising strategies to
develop product features that appeal to the adoption of new technology of Metaverse
among this group | en_US |